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You could hack it by adding a moddata parameter.
Vehicle:getModData().BWO.repaired = true
Is it possible for you to only delete trafficjam(s)?
So I ask again, is it possible for you to only delete trafficjam(s) instead of just any car under a certain quality? Because this also affects even vanilla cars if you're someone who likes playing with vehicles set to very very low condition or with more burnt vehicles. And this is exactly what my mod aims to do, so it is a huge conflict and just repairing the vehicles defeats the purpose of it.
Or, if possible, allow me to DISGUISE the cars as repaired so it gets skipped over?
Cars with very low quality on the streets is odd before the event.
I dontthink i can recognize kze traffic jams by any other means.
I gave you the recipe how to solve the problem in my first post.
Your mod already attempts to repair all the vehicles it can, so I don't need to do it, but again, the overall percent is not accurate for modded vehicles and it will still despawn a good chunk of them. It's just an inconvenience for anyone who wants to play with a different setting for car condition.
By forcing the vanilla sandbox settings to have no car wrecks on the roads and no road stories at all (never), nothing would spawn in to begin with. Then, these things can easily be re-enabled after one week passes so they can spawn again in newly loaded areas (re-enabling these sandbox settings mid-game works).
Also, specific vehicle definitions for zones and cars themself can be changed in the VehiclesZoneDefinition.lua file. I still recommend the first choice more because it's easier and more compatible. My mod does not interact with those 2 sandbox settings and they work with it, even with spawnRate set to 100 the game still obeys correctly, so this is really just the best option.